Gaming accessory with sensory feedback device

ABSTRACT

A method that incorporates teachings of the subject disclosure may include, for example, receiving, by a device comprising a processor, a first signal from a motion-sensitive component of the device; receiving, by the device, a second signal from a touch-sensitive interface of the device, detecting, by the device, from a combined signal comprising the first signal and the second signal, a selection of a portion of the device; and causing, by the device, a sensory feedback generator to provide a feedback signal in accordance with the combined signal. The feedback signal may comprise an audible sound, a visual effect, a tactile effect, or any combination thereof. Additional embodiments are disclosed.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/222,358, filed Jul. 28, 2016, which is a continuation of U.S. patentapplication Ser. No. 13/957,493, filed Aug. 2, 2013, which claims thebenefit of U.S. Provisional Application No. 61/792,519, filed Mar. 15,2013. The contents of each of the foregoing are hereby incorporated byreference into this application as if set forth herein in full.

FIELD OF THE DISCLOSURE

The subject disclosure relates generally to a device for use by gameplayers.

BACKGROUND

It is common today for gamers to utilize more than one gaming accessory.This is especially true of gamers who play on-line games or competitivegames in a team or individual configuration. Gamers can have at theirdisposal accessories such as a keyboard, a general purpose gaming pad, amouse, a gaming console controller, a headset with a built-in microphoneto communicate with other players, a joystick, a computer console, orother common gaming accessories.

A gamer can frequently use a combination of these accessories during agame. Efficient management and utilization of these accessories canfrequently impact a gamer's ability to compete.

BRIEF DESCRIPTION OF THE DRAWINGS

Reference will now be made to the accompanying drawings, which are notnecessarily drawn to scale, and wherein:

FIG. 1A depicts a first illustrative embodiment of a Graphical UserInterface (GUI) generated by an Accessory Management Software (AMS)application according to the subject disclosure;

FIG. 1B depicts a second illustrative embodiment of a GUI generated bythe AMS application according to the subject disclosure;

FIGS. 2A and 2B depict illustrative embodiments for communicativelycoupling a gaming controller to a computing device via a network;

FIG. 3 schematically illustrates gaming accessories that can be used bya gamer interacting with a gaming engine;

FIG. 4 depicts an illustrative embodiment of a communication device;

FIGS. 5A and 5B illustrate a gaming accessory with multiple interfacesfor user input, in accordance with embodiments of the disclosure;

FIG. 5C is a schematic cross-sectional view of a gaming accessoryincluding a pressure-actuated switch and a feedback generator, inaccordance with an embodiment of the disclosure;

FIG. 5D is a schematic cross-sectional view of a gaming accessoryincluding a pressure-actuated switch, a capacitive sensor interface, anda feedback generator, in accordance with another embodiment of thedisclosure;

FIG. 5E illustrates a gaming accessory with a customizable interfaceincluding a plurality of regions, in accordance with another embodimentof the disclosure;

FIG. 5F illustrates a gaming accessory with customizable feedback ineach of the regions according to location with respect to the interface,in accordance with a further embodiment of the disclosure;

FIG. 5G illustrates a gaming accessory with variable feedback accordingto location with respect to the interface, in accordance with a furtherembodiment of the disclosure;

FIG. 6 illustrates a display of an image of a gaming accessory toprovide feedback when the accessory is used, in accordance with anotherembodiment of the disclosure.

FIG. 7 is a flowchart of a procedure for training a user of a gamingaccessory, in accordance with another embodiment of the disclosure;

FIG. 8 depicts an illustrative embodiment of a system operating at leastin part with a gaming accessory according to FIGS. 5A-5G;

FIG. 9 depicts an illustrative embodiment of a communication flowdiagram utilized by a gaming system including a gaming device accordingto embodiments of the disclosure;

FIG. 10 depicts an illustrative embodiment for highlighting functions ofa gaming accessory;

FIGS. 11-14 depict illustrative embodiments for presenting performancesof gamers; and

FIG. 15 depicts an illustrative diagrammatic representation of a machinein the form of a computer system within which a set of instructions,when executed, may cause the machine to perform any one or more of themethodologies disclosed herein.

DETAILED DESCRIPTION

The subject disclosure describes, among other things, illustrativeembodiments of a gaming device. Other embodiments are contemplated bythe subject disclosure.

One embodiment of the subject disclosure can entail a device comprisinga touch-sensitive interface, a motion-sensitive component, a hapticfeedback generator, a memory to store instructions, and a processorcoupled to the touch-sensitive interface, the motion-sensitivecomponent, the haptic feedback generator and the memory. The processor,responsive to executing the instructions, performs operations comprisingreceiving a first signal from the motion-sensitive component, receivinga second signal from the touch-sensitive interface, detecting from acombined signal comprising the first signal and the second signal, aselection of a portion of the device, and causing the haptic feedbackgenerator to provide a haptic signal in accordance with the combinedsignal.

One embodiment of the subject disclosure can entail a computer-readablestorage device comprising instructions, which when executed by aprocessor, cause the processor to perform operations comprisingreceiving a first signal from a motion-sensitive component of a device,receiving a second signal from a touch-sensitive interface of thedevice, detecting from a combined signal comprising the first signal andthe second signal a selection of a portion of the device, and causing ahaptic feedback generator of the device to provide a haptic signal inaccordance with the combined signal.

One embodiment of the subject disclosure can entail a method comprisingreceiving, by a device comprising a processor, a first signal from amotion-sensitive component of the device; receiving, by the device, asecond signal from a touch-sensitive interface of the device, detecting,by the device, from a combined signal comprising the first signal andthe second signal, a selection of a portion of the device; and causing,by the device, a sensory feedback generator to provide a feedback signalin accordance with the combined signal.

FIGS. 1A and 1B depict a Graphical User Interface (GUI) 101 generated byan Accessory Management Software (AMS) application according to thesubject disclosure. The gamer can interact with one or more of thegaming accessories via the GUI. The GUI 101 presents accessories110-116, 172 in a scrollable section 117. One or more of theseaccessories can be selected by a user with a mouse pointer. In FIG. 1A,the computer mouse 172 and the gaming controller 115 were selected forcustomization. The AMS application presents accessories 172 and 115 insplit windows 118, 120, respectively, to assist the user during thecustomization process.

FIG. 1B depicts a gaming accessory that can be customized in accordancewith an embodiment of the disclosure. (The accessory illustrated is acomputer mouse 172; it will be appreciated that a variety of otheraccessories may be customized as described herein.) The accessory cancomprise two mechanically depressible buttons 203 and 205 and include atouch-sensitive interface 202. The AMS application can also presentdrawing tools 207 to a user via the GUI 101. With the drawing tools, theuser can draw virtual boundaries, e.g. 253 and 255, to depict virtualregions 252 and 254, respectively, as shown in FIG. 1B. Once the userhas satisfactorily defined such regions, the user can select the acceptbutton shown in the GUI of FIG. 1B.

The AMS application can be executed by a computing device such as adesktop computer, a laptop computer, a server, a mainframe computer, agaming console, a gaming accessory, or combinations or combinations ofportions thereof. The AMS application can also be executed by portablecomputing devices (with computing resources) such as a cellular phone, asmartphone, a personal digital assistant, a tablet, or a media player(such as an iPOD™). It is contemplated that the AMS application can beexecuted by any device with suitable computing resources.

As shown in FIGS. 1A and 1B, the AMS application can be programmed todetect a user selection of a particular software application such as avideo game. This step can be the result of the user entering in a QuickSearch field 160 the name of a gaming application (e.g., World ofWarcraft™ or WoW). Upon identifying a gaming application, the AMSapplication can retrieve from a remote or local database gamingapplication actions which can be presented in a scrollable section 139of the GUI 101, represented as “Actions” 130. The actions can betactical actions 132, communication actions 134, menu actions 136, andmovement actions 138 which can be used to invoke and manage features ofthe gaming application.

The AMS application can also respond to a user selection of a profile. Aprofile can be a device profile or master profile invoked by selectingGUI button 156 or 158, each of which can identify the association ofgaming actions with input functions of one or more accessories.

The AMS application can also respond to a user selection to create amacro. A macro in the present context can mean any actionable command;that is, a sequence of stimuli generated by manipulating input functionsof an accessory, a combination of actions in the Action section 130, anidentification of a software application to be initiated by an operatingsystem (OS), or any other recordable stimulus to initiate, control ormanipulate software applications. Macros can be created from the GUI 101by selecting a “Record Macro” button 148. The macro can be given a nameand category in user-defined fields 140 and 142. Upon selecting theRecord Macro button 148, a macro can be generated by selection of inputfunctions on an accessory (e.g., Ctrl A, speech, navigation knobmovements of the gaming controller 210, etc.) and/or by manual entry infield 144 (e.g., typing the name and location of a software applicationto be initiated by an OS, such as an instant messaging application,keyboard entries such as Ctrl A, etc.). Once the macro is created, itcan be tested by selecting button 150 which can repeat the sequencespecified in field 144. The clone button 152 can be selected toreplicate the macro sequence if desired. Once the macro has been fullydefined, selection of button 154 can record the macro. The macro canalso be added to the items in Actions column 130, thereby enabling theuser to associate the macro with input functions of the accessories(e.g., one or more touch-sensitive buttons 252 or 254 of accessory 172,buttons 119, 121 of gaming controller 115, etc.).

Any one of the actions 130 can be associated with one or more inputfunctions of the accessories being customized in windows 118 and 120 byway of a drag and drop action or other customization options. A user canselect an action by placing a mouse pointer 133 over a symbol associatedwith the action and then drag the symbol to any of the input functions(e.g., touch-sensitive buttons) of the accessory 172 to make anassociation with an input function of that accessory. Actions of oneaccessory can also be associated with another accessory of a differentcategory. For example, key depressions “Ctrl A” of a keyboard can beassociated with virtual button 254 of accessory 172. Thus, when the leftmechanical button 203 is depressed with a finger at virtual button 254,the stimulus signal that is generated can be substituted by the AMSapplication with “Ctrl A”. In another embodiment, a selected action canbe associated with a combination of key button presses (e.g.,simultaneous depression of the left and right buttons 203, 205, or asequence of button depressions: two rapid left button depressionsfollowed by a right button depression).

FIG. 2A schematically depicts a gaming controller 115 which can be usedby a gamer, according to an embodiment of the subject disclosure. Inthis embodiment, gaming controller 115 and gaming console 236 have anintegrated wireless interface for wireless communications therebetween(e.g., WiFi, Bluetooth, ZigBee, or a proprietary protocol). The gamingconsole 236 can also be coupled to network 270 via communication link245, such as a WiFi link, to the internet. The gaming console 236 canbe, for example, an Xbox™, a PS3™, a Wii™, or another suitable gamingconsole device. Video information is displayed to the gamer on displaydevice 231, which in this illustration is coupled to gaming console 236by a wired connection 235, but can be replaced, if desirable, by awireless interface (e.g., wireless HDMI. Display device 231 may be atelevision as illustrated or a touch screen comprising both an inputdevice and an output device. Alternatively, the gaming controller 115can be tethered to a computing device such as the gaming console by acable (e.g., USB cable) to provide a means of communication lesssusceptible to electromagnetic interference or other sources of wirelessinterference.

FIG. 2B depicts an alternative embodiment in which a desktop computer242 is used in place of the gaming console 236. In one embodiment, thedesktop computer 242 can be configured to execute a gaming client (i.e.,a software application) acting in cooperation with an on-line gamingserver 272 accessible by the desktop computer 242 via the network 270(e.g., World of Warcraft™). In another embodiment, the desktop computer242 can be configured to execute a localized gaming software applicationwithout accessing the on-line gaming server 272.

The gaming accessory used with the desktop computer 242 can be akeyboard 112, mouse 110, or another suitable gaming accessory device. Inthe present context, an accessory can represent any type of device whichcan be communicatively coupled to the computing device (or an integralpart of the computing device) and which can control aspects of anoperating system (OS) and/or a software application operating in thecomputing device. An accessory can represent for example a keyboard, atouch screen display, a gaming pad, a gaming controller, a mouse, ajoystick, a microphone, or a headset with a microphone—just to mention afew.

It is understood that the devices shown in FIGS. 1A, 1B, 2A and 2B aremere illustrations of possible gaming configurations. The subjectdisclosure is applicable to other gaming configurations and is therebynot limited by those described in FIGS. 1A, 1B, 2A and 2B.

FIG. 3 illustrates gaming accessory devices with which a gamer 301 caninteract. Touch-sensitive devices 310 can include a gaming controller115, mouse 110, keyboard 112, touchscreen display 231, and joystick 116.Audio devices 320 can include headphones 114, microphone 321, andspeakerphone 323. Imaging devices 330 can include webcam 331. Theseaccessory devices can provide tactile, audio, and/or visual stimuli to agamer, receive responses from the gamer to thereby generate stimuliwhich can be interpreted by a gaming software application, or both.

The accessories can be coupled to the computing device by a tetheredinterface (e.g., USB cable), a wireless interface (e.g., Bluetooth orWireless Fidelity—WiFi), or combinations thereof.

The term “gaming system,” as used herein, refers to the combination ofcomputing hardware and software that delivers a gaming experience. Thesoftware applications that present and manage the gaming experience arecollectively referred to herein as a “gaming engine.” The gaming enginegenerally includes the AMS for managing and augmenting usage of thevarious accessories, and an Application Program Interface (API) forreceiving feedback from a computing device which is a subset of thegaming system that executes a gaming software application. The computingdevice can be a gaming console, a server, a local computer, a portablecommunication device, combinations thereof, or other devices withsuitable processing resources.

FIG. 4 depicts an illustrative embodiment of a computing device 400.Computing device 400 can serve in whole or in part as an illustrativeembodiment of the devices depicted in FIGS. 1-3. The computing device400 can comprise a wireline and/or wireless transceiver 402 (hereintransceiver 402), a user interface (UI) 404, a power supply 414, aproximity sensor 416, a motion sensor 418, an orientation sensor 420,and a controller 406 for managing operations thereof. The transceiver402 can support short-range or long-range wireless access technologiessuch as Bluetooth, WiFi, Digital Enhanced Cordless Telecommunications(DECT), or cellular communication technologies, just to mention a few.Cellular technologies can include, for example, CDMA-1×, UMTS/HSDPA,GSM/GPRS, TDMA/EDGE, EV/DO, WiMAX, software defined radio (SDR), LongTerm Evolution (LTE), as well as proprietary or other next generationwireless communication technologies as they arise. The transceiver 402can also be adapted to support circuit-switched wireline accesstechnologies (such as PSTN), packet-switched wireline accesstechnologies (such as TCP/IP, VoIP, etc.), and combinations thereof.

The UI 404 can include a depressible or touch-sensitive keypad 408coupled to a navigation mechanism such as a roller ball, a joystick, amouse, or a navigation disk for manipulating operations of the computingdevice 400. The keypad 408 can be an integral part of a housing assemblyof the computing device 400 or an independent device operably coupledthereto by a tethered wireline interface (such as a USB cable) or awireless interface supporting for example Bluetooth. The keypad 408 canrepresent a numeric keypad, and/or a QWERTY keypad with alphanumerickeys. The UI 404 can further include a display 410 such as monochrome orcolor LCD (Liquid Crystal Display), OLED (Organic Light Emitting Diode)or other suitable display technology for conveying images to an end userof the computing device 400.

In an embodiment where the display 410 is touch-sensitive, a portion orall of the keypad 408 can be presented by way of the display 410 withnavigation features (e.g., an iPad™, iPhone™, or Android™ phone ortablet). As a touch screen display, the computing device 400 can beadapted to present a user interface with graphical user interface (GUI)elements that can be selected by a user with a touch of a finger. Thetouch screen display 410 can be equipped with capacitive, resistive orother forms of sensing technology to detect how much surface area of auser's finger has been placed on a portion of the touch screen display.This sensing information can be used to control the manipulation of theGUI elements.

The UI 404 can also include an audio system 412 that utilizes commonaudio technology for conveying low volume audio (such as audio heardonly in the proximity of a human ear) and high volume audio (such asspeakerphone for hands free operation, stereo or surround sound system).The audio system 412 can further include a microphone for receivingaudible signals of an end user. The audio system 412 can also be usedfor voice recognition applications. The UI 404 can further include animage sensor 413 such as a charged coupled device (CCD) camera forcapturing still or moving images and performing image recognitiontherefrom.

The power supply 414 can utilize common power management technologiessuch as replaceable or rechargeable batteries, supply regulationtechnologies, and charging system technologies for supplying energy tothe components of the computing device 400 to facilitate long-range orshort-range portable applications. Alternatively, the charging systemcan utilize external power sources such as DC power supplied over aphysical interface such as a USB port or by way of a power cord attachedto a transformer that converts AC to DC power.

The proximity sensor 416 can utilize proximity sensing technology suchas a electromagnetic sensor, a capacitive sensor, an inductive sensor,an image sensor or combinations thereof. The motion sensor 418 canutilize motion sensing technology such as an accelerometer, a gyroscope,or other suitable motion sensing technology to detect movement of thecomputing device 400 in three-dimensional space. The orientation sensor420 can utilize orientation sensing technology such as a magnetometer todetect the orientation of the computing device 400 (North, South, West,East, combined orientations thereof in degrees, minutes, or othersuitable orientation metrics).

The controller 406 can utilize computing technologies such as amicroprocessor, a digital signal processor (DSP), and/or a videoprocessor with associated storage memory such as Flash, ROM, RAM, SRAM,DRAM or other storage technologies.

Other components not shown in FIG. 4 are contemplated by the subjectdisclosure. For instance, the computing device 400 can include a resetbutton (not shown). The reset button can be used to reset the controller406 of the computing device 400. In yet another embodiment, thecomputing device 400 can also include a factory default setting buttonpositioned below a small hole in a housing assembly of the computingdevice 400 to force the computing device 400 to re-establish factorysettings. In this embodiment, a user can use a protruding object such asa pen or paper clip tip to reach into the hole and depress the defaultsetting button.

The computing device 400 as described herein can operate with more orfewer components described in FIG. 4 to accommodate the implementationof the devices described by the subject disclosure. These variantembodiments are contemplated by the subject disclosure.

FIGS. 5A-5G illustrate, in accordance with embodiments of thedisclosure, a gaming accessory with mechanical buttons, touch-sensitivecapacitive interfaces, and haptic feedback generators, as discussed inmore detail below.

FIG. 5A depicts an embodiment of a gaming accessory 172 (for example, amouse) in accordance with an embodiment of the disclosure, including atouch-sensitive interface 202. The gaming accessory 172 can comprise twomechanically depressible buttons 203 and 205. Depression of the left orthe right mechanical buttons 203, 205 can be detected by a micro switch501 (see FIG. 5C). The left mechanical button 203 can also include on atop surface having three electrically isolated capacitive sensors 212,214, and 216 for sensing touch by a user's finger. Each of theelectrically isolated capacitive sensors 212, 214, and 216 can be mappedinto three distinct sectors that can be treated as three distincttouch-sensitive buttons. The left mechanical button 203 can thus betreated as three buttons 212, 214, 216 detectable by the position of theuser's finger.

The buttons 212, 214, 216 are each provided with a haptic feedbackgenerator. In an embodiment, the haptic feedback generator is a vibratorinstalled beneath each button. Each button, when actuated, delivers avibration signal characteristic of that button (frequency, pulses,amplitude, duration, or combination thereof). In an embodiment, thenumber of pulses corresponds to a button for a particular sector ofbutton 203; for example, one pulse for sector button 212, two pulses forsector button 214, and so on. Additional vibrators may be installed sothat actuating a combination of buttons produces another distinctvibration signal that is characteristic of that combination.

FIG. 5B depicts another embodiment of the disclosure, in which gamingaccessory 172 utilizes a micro switch for each of the left and rightmechanical buttons 203, 205. The touch-sensitive interface 202 on theleft button 203 is subdivided into four electrically isolated capacitivesensing regions that can be mapped to four sectors 222, 224, 226 and228. Accordingly, the left mechanical button 203 can represent fourbuttons depending on where the user places his/her finger whendepressing the left mechanical button 203. The generation of the samesignals discussed above (actuation signal and capacitive sensor signal)are applicable in this embodiment with the exception that the capacitivesensor signal can identify one of four touch-sensitive buttons ratherthan one of three touch-sensitive buttons illustrated in FIG. 5A.

FIG. 5C is a cross-sectional schematic view of mechanical button 205 ofaccessory 172, including a haptic generator in accordance with anembodiment of the disclosure. Micro switch 501 has an actuator(electrical contact, plunger switch, or the like) 502 disposedunderneath mechanical button 205. More generally, actuator 502 can beany device to sense downward mechanical motion of the button and providea signal indicating such motion. Micro switch 501 can deliver anactuation signal via link 503 to haptic generator 504 disposed below thebutton (in the embodiment shown in FIG. 5C, attached to the underside ofthe button). If a user depresses mechanical button 205, the micro switch501 will generate the actuation signal and activate the haptic generatorto provide feedback (e.g. a vibration) to the user. In otherembodiments, the generator is capable of providing several differenttypes of feedback (haptic and non-haptic), and the actuation signal canbe transmitted over a cable (e.g., USB cable) or a wireless interface toa computer (not shown) communicatively coupled to the gaming accessory172. The computer can be configured to direct the generator to generateany of a variety of sensory feedback signals: vibrations, light signals(e.g. flashes), sounds, etc. or a combination thereof. The particularfeedback can be specified by the user, so that the accessory 172 iscustomized with respect to the stimulus input by the user and theresponse by the accessory.

FIG. 5D is a cross-sectional schematic view of mechanical button 203 ofaccessory 172, including a capacitive sensor and a haptic generator inaccordance with an embodiment of the disclosure. In this embodiment, amicrocontroller unit 511 includes a micro switch and has as inputs botha mechanical/electrical actuation signal via actuator 505 and a signalfrom capacitive sensor 512. Referring again to FIG. 5A, if a user placesa finger on button 212 and depresses the left mechanical button 203while maintaining his/her finger at button 212, the micro switch ofmicrocontroller unit 511 will generate an actuation signal, while thecapacitive sensor 512 will generate another signal associated withsector 212 indicating that the user's finger is at the button associatedwith this sector. The combined signal can be transmitted over link 513to haptic generator 514 to deliver haptic feedback to the user. Thehaptic feedback can be any of a variety of vibrations, light signals(e.g. flashes), sounds, etc. or a combination thereof. In anotherembodiment, the combined signal can be transmitted from microcontrollerunit 511 over a cable (e.g., USB cable) or a wireless interface to acomputer (not shown) communicatively coupled to the gaming accessory172. In addition, microcontroller unit 511 can include a microprocessorthat executes instructions stored in a memory to process the actuationsignal and the signal generated by the capacitive sensor. The processorcan then transmit signals to the computer.

As discussed above with reference to FIG. 1B, the user (with drawingtools 207, via GUI 101) can draw virtual boundaries 253 and 255 todepict virtual regions 252 and 254 of touch-sensitive interface 202(FIG. 5E). Since the capacitive sensor 512 can provide a coordinatesignal indicating where a user places his/her finger, it is possible fora user to identify by way of the GUI of FIG. 1B any number of virtualregions that correspond to touch-sensitive mouse buttons. Each regioncan be associated with a distinct feedback signal to aid the user inidentifying the region. For example, the feedback signal can includehaptic feedback (e.g. vibration) with one pulse for a first region 252,two pulses for a second region 254, and so on. The feedback signal canalso include audible feedback (e.g. a beep tone) with one beep for firstregion 252, two beeps for second region 254, and so on. With sufficienttrial and error practice sessions, a user can grow accustomed to sensingwhere the virtual regions are located without visual assistance. In anembodiment, a thin film illuminating material, such as a thin film lightemitting diode (LED) array, can be overlaid on the interface 202. Thethin film LED array can in turn be controlled to illuminate portions oroutlines of the virtual regions to identify the mouse buttonsconstructed by the user in the GUI of FIG. 1B. The thin film LED arraycan be controlled by a the microcontroller 511 or the computercommunicatively coupled thereto over a wired or wireless interface withsuitable control circuits.

In another embodiment, capacitive sensor 512 can comprise an array ofsensors mounted on the underside of mechanical button 203, with eachsensor of the array connected to microcontroller unit 511.Microcontroller unit 511 can be directed to interpret signals fromsensors on one side of boundary 253 as actuation of area 252 of button203, and interpret signals from sensors on the other side of boundary253 as actuation of area 254 of button 203. Accordingly, the user cancustomize button 203 with a plurality of touch-sensitive regions ofvarious desired sizes and shapes. In an embodiment, the haptic generator514 can likewise be realized as an array of independently addressableand programmable elements, so that touching the user-defined areas 252,254 results in haptic feedback specific to that area.

In a further embodiment, as shown in FIG. 5F, touch-sensitive interface202 can include a shape-shifting polymer, so that the haptic feedbackcan be a tactile sensation of a particular shape. For example, if a userplaces a finger on region 252 and depresses the mechanical button 203,actuator 505 will cause the micro switch of microcontroller unit 511 togenerate an actuation signal, while the capacitive sensors underlyingregion 252 will generate another signal associated with region 252indicating that the user's finger is at the button associated with thisregion. The haptic generator 514 can then respond to the combined signalby causing the polymer to present a raised (or depressed) area of apredetermined shape as tactile feedback. In the embodiment shown in FIG.5F, touching region 252 causes a star shape 256 to be formed in thatregion under the user's finger, while touching region 254 causes atriangle shape 258 to be formed in that region.

In another embodiment, as shown schematically in FIG. 5G, the capacitivesensor 512 can provide a coordinate signal indicating where a userplaces his/her finger relative to a virtual x-y grid covering interface202. If a user places a finger on a given location of interface 202 anddepresses the mechanical button 203, actuator 505 will cause the microswitch of microcontroller unit 511 to generate an actuation signal,while the capacitive sensor underlying that location will generateanother signal associated with the x-y coordinates of that location oninterface 202. The haptic generator 514 then provides feedback accordingto those coordinates (e.g. sound of increasing frequency with increasingx and increasing volume with increasing y, light of progressivelydifferent color and intensity, etc.).

It is noted that the above embodiments for FIGS. 5A-5G can be applied toeither or both of the left mechanical button 203 and right mechanicalbutton 205. Accordingly, accessory 172 can have one or both mechanicalbuttons 203, 205 with touch-sensitive mouse buttons at a top surfacewith the same or different geometric configurations. It is further notedthat other technologies for sensing touch such as a resistive, surfaceacoustic wave, surface capacitance, projected capacitance, mutualcapacitance, self-capacitance, infrared grid, infrared acrylicprojection, optical imaging, dispersive signal technology, acousticpulse recognition, as well as next generation sensing technologies canbe used in place of the embodiments discussed with reference to FIGS.5A-5G.

Feedback from an accessory 172 may also be provided using a display ofthe accessory buttons, as shown in FIG. 6. In this embodiment, an image601 of accessory 172 is presented on a display device connected to acomputer that is also in communication with the accessory (via USBcable, wireless connection, or some other type of connection). In thisexample, interface 202 of mechanical button is subdivided into threeregions 602, 604, 606. If a user places a finger on region 604 of theaccessory and depresses the mechanical button 203 while maintaininghis/her finger at button 604, the micro switch of microcontroller unit511 will generate an actuation signal, while the capacitive sensor 512will generate another signal associated with region 604 indicating thatthe user's finger is at the button associated with this region. Thecombined signal can be transmitted over link 513 to haptic generator 514to deliver haptic feedback to the user. In this embodiment, the combinedsignal is also transmitted from microcontroller unit 511 over a cable(e.g., USB cable) or a wireless interface to a computer (not shown)communicatively coupled to the gaming accessory 172 and to the displaydevice presenting image 601. The portion of image 601 showing region 604is then highlighted (presented in a contrasting color, with a coloredoutline, or the like) to provide the user with visual feedback relatingto actuation of the button at region 604.

Haptic feedback can be employed in training users of gaming accessories.A training procedure for using an accessory in a particular game isshown in the flowchart of FIG. 7. The gaming engine (more specifically,the AMS) has a library of commands a user may transmit with theaccessory 172, correlated to the action the gaming engine is configuredto make in response to the various commands. The list of commands andtheir corresponding game actions may be understood as a lookup table.

At the start of the procedure 700, the user is confronted with a gamesituation and makes an input to the gaming engine related to thatsituation (step 702). The gaming engine analyzes the input (step 704) inlight of the particular game situation and in the context of thesequence 703 of game situations. A decision 706 is made whether theuser's input would be expected in that situation. If so, the gamingengine causes the haptic feedback generator to deliver the hapticfeedback ordinarily associated with that input (step 708), and directsthat the game action take place according to the user input (step 710).However, if the user's input corresponds to an unexpected action orresponse in the game situation (step 712), the gaming engine causes thehaptic signal generator to deliver an alert signal to the user (forexample, a rapid series of short vibrations instead of a single longvibration ordinarily associated with the input).

The gaming engine then analyzes the various possible inputs for the gamesituation (step 714) in order to determine what the user's intendedinput may have been or what input would be more appropriate for the gamesituation. For example, if the input “double-click left button whileholding down right button” has no entry in the lookup table 715 and thusis not understood by the gaming engine, but the input “double-click leftbutton” is to be interpreted “advance 10 meters” according to the lookuptable 715, the gaming engine can conclude (step 716) that the latterinput was actually intended. The gaming engine can then proceed with asubstituted input based on the lookup table entry (step 718) and deliveran additional haptic feedback signal to the user (step 720) to alert theuser that the input has been modified.

If the gaming engine cannot recognize the user input, the gaming enginecan cause the haptic feedback generator to deliver an additional alertsignal (step 722). If the user wishes to have his original inputrecognized in the future as equivalent to the input determined by thegaming engine (step 724), the user can invoke a procedure to specify ahaptic feedback acknowledging that input (step 726) and update thelookup table accordingly (step 728). This procedure is useful in caseswhere the user wishes to be sure of making a recognized input in afrequently encountered game situation.

FIGS. 8-9 illustrate embodiments of a system with a correspondingcommunication flow diagram for correlating stimulations and gamingaction results. In this illustration a user clicks the left button 119of the gaming controller 115. The gaming controller 115 can includefirmware (or circuitry), which creates an event as depicted by event 2in FIG. 8. The button depression and the event creation are depicted inFIG. 9 as steps 902 and 904. In step 904, the firmware of the gamingcontroller 115 can, for example, generate an event type “left button#3”, and a unique GUID with a time stamp which is submitted to the AMSapplication. Referring back to FIG. 8, the AMS application cataloguesevent 3, and if a substitute stimulation has been predefined, remaps theevent according to the substitution. The remapped event is thentransmitted to the gaming application at event 4. Event 3 of FIG. 8 isdepicted as step 906 in FIG. 9. In this illustration, the AMSapplication substitutes the left button #3 depression stimulus with a“keyboard ‘F’” depression which can be interpreted by the gamingapplication as a fire command. The AMS application in this illustrationcontinues to use the same GUID, but substitutes the time stamp foranother time stamp to identify when the substitution took place.

Referring back to event 4, the gaming application processes the eventand sends back at event 5 a game action result to the AMS applicationwhich is processed by the AMS application at event 6. The AMSapplication then submits the results to the accessory at event 7. Events4 and 5 are depicted as step 908 in FIG. 9. In this step, the gamingapplication processes “F” as an action to fire the gamer's gun, and thendetermines from the action the result from logistical gaming resultsgenerated by the gaming application. In the present illustration, theaction of firing resulted in a hit. The gaming application submits tothe AMS application the result type “Hit” with a new time stamp, whileutilizing the same GUID for tracking purposes. At step 910, the AMSapplication correlates the stimulation “left button #3 (and/or thesubstitute stimulation keyboard “F”) to the game result “Hit” andcatalogues them in memory. The AMS application then submits to theaccessory (e.g., gaming controller 115) in step 910 the game actionresults “Hit” with the same GUID, and a new time stamp indicating whenthe result was received. Upon receiving the message from the AMSapplication, the accessory in step 912 processes the “Hit” by assertinga red LED on the accessory (e.g., left button 119 illuminates in red orother LED of the gaming controller 115 illuminates in red) to indicate ahit. Other notification notices can be used such as another color forthe LED to indicate misses, a specific sound for a hit, or kill, avibration or other suitable technique for notifying the gamer of thegame action result.

The AMS application can catalogue results as shown in FIGS. 11-14. Thepresentation of the catalogued results can be based on a live session,or a replay session when reviewing segments of a video game much like areplay session of a sporting event (e.g., football game) is analyzed bysports analysts. To assist the audience in viewing a competition betweengamers, the AMS application can be adapted to present a virtualperipheral representative of the accessory of each gamer as shown inFIGS. 11-14.

The AMS application can be adapted to use coloring and highlight schemesto indicate when a function (e.g., a button or navigation knob) of theperipheral is being used as shown in FIG. 10. For example, the colorcode “dark red” can represent a button or knob that is frequently inuse, while a color code of “dark blue” can represent a button or knobthat is infrequently used. To indicate when a button or knob is in use,the button or knob can be highlighted with a white outline while theunused buttons can remain unhighlighted. In the case of knobs, which canbe moved omnidirectionally, the AMS application can show movements of ahighlighted knob as the gamer is utilizing the knob based on thestimulations received by the AMS application.

For example, if a gamer moves a knob in a northwest direction, the knobis highlighted with a white outline, and the knob is shown moving in thedirection chosen by the gamer. As buttons are being depressed andreleased rapidly, the AMS application will present rapid transitioningbetween the enabling and disabling of highlights to indicate the speedthat the gamer is depressing and releasing the buttons. As the frequencyof depressions of buttons or use of knobs increases, the AMS applicationwill change the color code of the buttons or knobs as described above tosignify frequency of use of the buttons and knobs.

In an embodiment where the AMS application receives gaming results froma gaming application via an API as described above, the communicationflow diagram shown in FIG. 9 can be modified with a more comprehensiveprotocol that includes a weapon type being monitored, misses, non-killhits (i.e., a hit that does not result in a kill), kill hits, and lossof life rate.

The AMS application can present performance factors of each gamer, andthe type of weapons being tracked (e.g., sniper rifle, machine gun, handgun) as shown in FIGS. 11-12. To identify which weapon is being used atany point in time during a gaming session, the AMS application canhighlight the weapon in a distinguishable color such as blue whilekeeping all other weapon rows in gray. The AMS application can calculatean average hit rate from the misses, non-kill hits, and kill hits. TheAMS application can compare gaming action results between the gamers toidentifying leading performance factors as shown in the “Comp Rating”column of each player. In a tournament setting, the performance factorsshown in FIGS. 11 and 12 can be shown in side-by-side monitors, ortogether in a JumboTron™ display such as those used in sporting eventsor the like.

As the gamer is competing, the input functions of the gaming controller115 can be highlighted and moved (in the case of knobs) to show theaudience how the gaming controller 115 is being used by the gamer. Thehealth of the gamer's avatar can be shown below the gaming controller115. To further enhance the experience for the audience, the gamer'simage can be shown as a video clip during the competition. The AMSapplication can also be adapted to present a portion of the video gameassociated with each gamer as shown in FIGS. 11-12.

In an embodiment where the gaming application does not provide gamingaction results (e.g., the video gaming application does not provide anAPI), the AMS application can be adapted to present a gamer'sperformance based on the stimulus signals generated, and whereapplicable, the substitute stimulus signals submitted to the gamingapplication as shown in FIGS. 13-14. In this illustration, the virtualperipherals are shown with the color scheme and highlights discussedearlier. The performance of the gamers can be presented according to thetype of weapons used, the key depressions invoking substitutions, themacros invoked, and the rate of transmission of stimuli to the gamingapplication.

For example, for gamer #1, the simultaneous depression of the up anddown arrows invoked the macro team chat, while using the sniper rifle.The gamer shot the rifle 14 times with 4 shots in rapid succession. Upondepressing the left “1” button of a front section of the gamingcontroller 115 of gamer #1, the AMS application invoked substitutestimuli transmitted to the gaming application which switches the use ofthe sniper rifle to the machine gun. A subsequent depression of the samebutton can cause a substitute stimuli generated by the AMS applicationto return to the sniper rifle. A depression of the right “1” button bygamer #1 resulted in substitute stimuli generated by the AMS applicationto call for air support. Gamer #2 shows that s/he has not invoked asubstitute stimuli for the machine gun. This may be because the gamerhas not pre-programmed the AMS application to associate stimuligenerated by the gaming controller 115 with substitute stimuli, orbecause the gamer has chosen not to invoke substitute stimuli with aparticular key depression (or sequence of key depressions).

Although not shown, monitoring stimuli generation and substitutes can beused to rate players' performances. For example, a gamer that has atendency to perform rapid fire on a machine gun without savingammunition may be viewed as a poor game tactic. Comparing suchstatistics between gamers can be used to show performance lead factorsbetween the gamers.

From the foregoing descriptions, it would be evident to an artisan withordinary skill in the art that the aforementioned embodiments can bemodified, reduced, or enhanced without departing from the scope andspirit of the claims described below.

For instance, the AMS application can record stimulus signals and/orgaming results for a game session and store this data for an extendedperiod of time for each of a plurality of garners. In addition, the AMSapplication can store multiple recorded game sessions for each garnerand can be adapted to compare a history of game sessions to assess howeach gamer's performance has evolved. Each gamer's improvement ordegradation detected by the AMS application over a number of gamingsessions can be reported to the garner and/or other garners asprogression line charts, histograms, pie charts or other suitablepresentation methods. The results can also be reported in a gamingtournament, on-line games, or other suitable setting in a manner similarto the illustrations of FIGS. 11-14.

The AMS application can compare a gamer's performance in a particulargame to a gaming session recorded from a prior tournament for the samegame or another game. Performance in the present context can mean acomparison of only stimulus signals (e.g., accessory-generated stimulussignals and/or substitute stimulus signals). This embodiment may beuser-selectable (i.e., user selects stimulus analysis only) by way of aGUI presented by the AMS application, or the AMS application may applythis embodiment automatically in instances where the AMS applicationdoes not receive gaming action results from the gaming application dueto a lack of an API or other suitable interface to receive gaming actionresults from the gaming application. Performance can also mean acomparison of only gaming action results and not stimulus signals, whichcan also be a user-selectable feature presented by a GUI generated bythe AMS application. Performance can further represent a combination ofgaming action results and stimulus signals with similar data of otherrecorded gaming sessions. In sum, a gamer's performance can bedetermined from stimulus signals (with or without substitute stimulussignals), and/or gaming action results in whole or on part monitored bythe AMS application.

For any one of the foregoing embodiments, the AMS application can detectimprovements or degradations in performance between a present tournamentgame and the previously recorded tournament game and report the resultsto the garner and/or an audience of on-line garners or a public audienceat a tournament via the monitors of FIGS. 11-14. The foregoingembodiments can be applied in a private setting (i.e., only visible tothe garner) and/or a social network of garners who share and presentresults via the AMS application or a social network such as FaceBook™ orother suitable social network platform.

In yet another embodiment, the AMS application can be adapted to comparea gamer's performance to another gamer's recorded performance. In atournament setting, for example, the gamers' performance can be comparedto each other based on the present gaming session or prior recordedsessions of the other gamer. In one embodiment, the AMS application canbe adapted to present a GUI where it presents a list of gamers andrecorded sessions from each gamer. The GUI can enable a user to select aparticular gamer and a particular recorded gaming session of theselected gamer for comparison to a recorded (or live) gaming session ofthe user making the selection or another gamer of interest to the user(e.g., comparing the performance of two professional gamers).

It should be noted that gaming sessions recorded by the AMS applicationcan be locally stored on a gamer's computing device (e.g., desktopcomputer or gaming console) or on a remote server managed by a serviceprovider of the AMS application or by a service provider that provides“Cloud” storing services. Comparison results can similarly be stored ona gamer's local computing device or a remote server.

In yet another embodiment, the AMS application can be adapted to alertusers when a particular gamer has achieved certain performance criteriaestablished by another gamer. For instance, the AMS application canpresent a GUI to a gamer to identify performance criteria of interest(e.g., number of kill hits, average hit rate for a particular weapon, aparticular ranking of a gamer for a particular gaming application,etc.). The identified performance criteria can be monitored by the AMSapplication for the selected gamer and when one or more criteria havebeen achieved by the monitored gamer, the AMS application can alert theinterested user by suitable communication means such as email, shortmessaging system (SMS) text message, or a GUI of the AMS applicationwhen the interested user is engaging the AMS application.

In another embodiment, the AMS application can compare the performanceof the gamers to a community rating localized to users of the gamingconsole 236, or all or a portion of on-line users which can span a largecommunity of users of the gaming application. For example, although anaverage hit rate of 5% for a sniper rifle may seem low for gamer #1 inFIG. 11, when these statistics are compared to other members of acommunity (e.g., other professional players), the AMS application candetermine from prior performance records of members of the community(retrieved from a local or remote database) that the user's performanceis in fact above average. Similar community comparisons can be performedfor the weapon type “machine gun” and “hand gun”. The AMS applicationcan also monitor and track statistics of other gaming applications whichmay have different weapon types. Similar statistics can be generated andcompared to the performance of members of a community to which the gameris associated.

In one embodiment, the statistical results shown in FIGS. 11-14 can beused to identify behavioral and/or skill patterns of a gamer. Forinstance, suppose a gamer appears to perform well as a sniper in onegaming application and bow and arrow marksman in a different gamingapplication. The AMS application can be adapted to detect thesecorrelations to indicate a skill set of the gamer that may be consistentbetween different games. For example, a sniper and bowman have a similartrait that requires marksmanship, calm nerves, and knowing when tostrike. This trait can be identified by the AMS application and can beused to identify other games in which the gamer may perform well. Thistrait can also be advertised to other gamers to promote teams.

The above-described methods can be adapted to operate in whole or inpart in a gaming accessory, in an operating system of a computer, in agaming console, in a gaming application that generates the video game,or any other suitable software application and/or device.

In an embodiment, the AMS application can be adapted to ignore or filtergame action results not considered relevant by the gamer or analysts.For instance, the AMS application can be adapted to ignore (or filter)game action results relating to navigation of the avatar (e.g., turnaround, jump, etc.). The AMS application can also be adapted to ignore(or filter) game action results relating to preparatory actions such asreloading a gun, switching between weapons, and so on. In anotherembodiment, the AMS application can be adapted to selectively monitoronly particular game result actions such as misses, non-kill hits,kills, and life of the avatar. The AMS application can also be adaptedto monitor gaming action results with or without temporal dataassociated with the stimuli and game action results.

In one embodiment, the AMS application can be adapted to track stimuli(or substitutions thereof) by submission order, and order of gamingaction results supplied by the gaming application, and performcataloguing thereof by the respective order of stimuli and gaming actionresults. The items can be catalogued by the AMS application with orwithout temporal data.

In one embodiment, the AMS application can be adapted to collect gamingaction results for “all” or a substantial portion of stimuli (orsubstitutions thereof) transmitted to the gaming application. In thisembodiment, the AMS application can be adapted to enable a gamer toreplay portions of the game to allow the gamer to visualize (in slowmotion, still shots, or regular play speed) the actions taken by thegamer (i.e., accessory stimuli and/or substitute stimuli) to help thegamer identify areas of the game where his/her performance can beimproved.

In one embodiment, the AMS application can be implemented as adistributed system (e.g., one or more servers executing one or morevirtual machines) enabling multiples users to control aspects of the AMSapplication. For example, in a tournament setting, gaming analystshaving access to the AMS application can request a replay of portions ofthe game to demonstrate exceptional plays versus missed plays at aJumboTron™ display. The gamers can access the AMS application toestablish new substitute stimuli, perform calibrations on macros, orinvoke or create additional gaming profiles. Portions of the AMSapplication can also be implemented by equipment of unaffiliated partiesor service providers of gaming services.

In one embodiment, the AMS application can be adapted to substitute anaccessory stimulus (or stimuli) for a macro comprising a combination ofsubstitute stimuli, and track the macro when gaming action results arereceived from the gaming application rather than track each individualsubstitute stimulus of the macro. The AMS application can be adapted tomonitor macros by tracking an order of stimuli (or substitutes)associated with the macro that are transmitted to the gaming applicationand by tracking an order of gaming action results received from thegaming application, which are associated with the macro. Alternatively,or in combination the AMS application can add a unique identifier to thesubstitute stimuli to identify the stimuli as being associated with themacro.

The AMS application can be adapted to catalogue the gaming actionresults associated with the macro in a manner that allows the gamer toidentify a group of gaming action results as being associated with themacro. The AMS application can also be adapted to collect sufficientdata to assess each individual gaming action result of the macro (e.g.,temporal data, hits, misses, etc.). The presentation of catalogued macrodata can be hierarchical. For example, the AMS application can present aparticular macro by way of a high level GUI that indicates the macrocaused a kill. The AMS application can be adapted to enable the gamer toselect a different GUI that enables the user to visualize a gamingaction result for each stimulus of the macro to determine how effectivethe macro was in performing the kill, and whether further adjustments ofthe macro might improve the gamer's performance.

In one embodiment, the AMS application can be adapted to present more orless competitive information than is shown in FIGS. 11-14. In oneembodiment, for example, the AMS application can be adapted to presentcompetitive information without the virtual peripherals. In one example,the AMS application can be adapted to present scrollable pages ofcompetitive information with or without the virtual peripherals. Inanother illustration, the AMS application can be adapted to presentcompetitive information without a viewing of the game or the gamer.Other variants of presenting competitive information or other data shownin FIGS. 11-14 are contemplated by the subject disclosure.

The foregoing embodiments are a subset of possible embodimentscontemplated by the subject disclosure. Other suitable modifications canbe applied to the subject disclosure.

FIG. 15 depicts an exemplary diagrammatic representation of a machine inthe form of a computer system 1500 within which a set of instructions,when executed, may cause the machine to perform any one or more of themethods discussed above. One or more instances of the machine canoperate as any of devices depicted in FIGS. 1-3. In some embodiments,the machine may be connected (e.g., using a network) to other machines.In a networked deployment, the machine may operate in the capacity of aserver or a client user machine in server-client user networkenvironment, or as a peer machine in a peer-to-peer (or distributed)network environment.

The machine may comprise a server computer, a client user computer, apersonal computer (PC), a tablet PC, a smart phone, a laptop computer, adesktop computer, a control system, a network router, switch or bridge,or any machine capable of executing a set of instructions (sequential orotherwise) that specify actions to be taken by that machine. It will beunderstood that a communication device of the subject disclosureincludes broadly any electronic device that provides voice, video ordata communication. Further, while a single machine is illustrated, theterm “machine” shall also be taken to include any collection of machinesthat individually or jointly execute a set (or multiple sets) ofinstructions to perform any one or more of the methods discussed herein.

The computer system 1500 may include a processor 1502 (e.g., a centralprocessing unit (CPU), a graphics processing unit (GPU, or both), a mainmemory 1504 and a static memory 1506, which communicate with each othervia a bus 1508. The computer system 1500 may further include a videodisplay unit 1510 (e.g., a liquid crystal display (LCD), a flat panel,or a solid state display. The computer system 1500 may include an inputdevice 1512 (e.g., a keyboard), a cursor control device 1514 (e.g., amouse), a disk drive unit 1516, a signal generation device 1518 (e.g., aspeaker or remote control) and a network interface device 1520.

The disk drive unit 1516 may include a tangible computer-readablestorage medium 1522 on which is stored one or more sets of instructions(e.g., software 1524) embodying any one or more of the methods orfunctions described herein, including those methods illustrated above.The instructions 1524 may also reside, completely or at least partially,within the main memory 1504, the static memory 1506, and/or within theprocessor 1502 during execution thereof by the computer system 1500. Themain memory 1504 and the processor 1502 also may constitute tangiblecomputer-readable storage media.

Dedicated hardware implementations including, but not limited to,application specific integrated circuits, programmable logic arrays andother hardware devices can likewise be constructed to implement themethods described herein. Applications that may include the apparatusand systems of various embodiments broadly include a variety ofelectronic and computer systems. Some embodiments implement functions intwo or more specific interconnected hardware modules or devices withrelated control and data signals communicated between and through themodules, or as portions of an application-specific integrated circuit.Thus, the example system is applicable to software, firmware, andhardware implementations.

In accordance with various embodiments of the subject disclosure, themethods described herein are intended for operation as software programsrunning on a computer processor. Furthermore, software implementationscan include, but not limited to, distributed processing orcomponent/object distributed processing, parallel processing, or virtualmachine processing can also be constructed to implement the methodsdescribed herein.

While the tangible computer-readable storage medium 622 is shown in anexample embodiment to be a single medium, the term “tangiblecomputer-readable storage medium” should be taken to include a singlemedium or multiple media (e.g., a centralized or distributed database,and/or associated caches and servers) that store the one or more sets ofinstructions. The term “tangible computer-readable storage medium” shallalso be taken to include any non-transitory medium that is capable ofstoring or encoding a set of instructions for execution by the machineand that cause the machine to perform any one or more of the methods ofthe subject disclosure.

The term “tangible computer-readable storage medium” shall accordinglybe taken to include, but not be limited to: solid-state memories such asa memory card or other package that houses one or more read-only(non-volatile) memories, random access memories, or other re-writable(volatile) memories, a magneto-optical or optical medium such as a diskor tape, or other tangible media which can be used to store information.Accordingly, the disclosure is considered to include any one or more ofa tangible computer-readable storage medium, as listed herein andincluding art-recognized equivalents and successor media, in which thesoftware implementations herein are stored.

Although the present specification describes components and functionsimplemented in the embodiments with reference to particular standardsand protocols, the disclosure is not limited to such standards andprotocols. Each of the standards for Internet and other packet switchednetwork transmission (e.g., TCP/IP, UDP/IP, HTML, HTTP) representexamples of the state of the art. Such standards are from time-to-timesuperseded by faster or more efficient equivalents having essentiallythe same functions. Wireless standards for device detection (e.g.,RFID), short-range communications (e.g., Bluetooth, WiFi, Zigbee), andlong-range communications (e.g., WiMAX, GSM, CDMA, LTE) are contemplatedfor use by computer system 1500.

The illustrations of embodiments described herein are intended toprovide a general understanding of the structure of various embodiments,and they are not intended to serve as a complete description of all theelements and features of apparatus and systems that might make use ofthe structures described herein. Many other embodiments will be apparentto those of skill in the art upon reviewing the above description. Otherembodiments may be utilized and derived therefrom, such that structuraland logical substitutions and changes may be made without departing fromthe scope of this disclosure. Figures are also merely representationaland may not be drawn to scale. Certain proportions thereof may beexaggerated, while others may be minimized. Accordingly, thespecification and drawings are to be regarded in an illustrative ratherthan a restrictive sense.

Although specific embodiments have been illustrated and describedherein, it should be appreciated that any arrangement calculated toachieve the same purpose may be substituted for the specific embodimentsshown. This disclosure is intended to cover any and all adaptations orvariations of various embodiments. Combinations of the aboveembodiments, and other embodiments not specifically described herein,are contemplated by the subject disclosure.

The Abstract of the Disclosure is provided with the understanding thatit will not be used to interpret or limit the scope or meaning of theclaims. In addition, in the foregoing Detailed Description, it can beseen that various features are grouped together in a single embodimentfor the purpose of streamlining the disclosure. This method ofdisclosure is not to be interpreted as reflecting an intention that theclaimed embodiments require more features than are expressly recited ineach claim. Rather, as the following claims reflect, inventive subjectmatter lies in less than all features of a single disclosed embodiment.Thus the following claims are hereby incorporated into the DetailedDescription, with each claim standing on its own as a separately claimedsubject matter.

What is claimed is:
 1. A device, comprising: a memory that storesinstructions; and a processor coupled to the memory, wherein theprocessor, responsive to executing the instructions, performs operationscomprising: receiving a signal defining at least a portion of a boundaryof a region on a gaming accessory, the region comprising atouch-sensitive interface; receiving an input regarding a gamesituation, the input corresponding to a user selection of the region;analyzing the input with respect to the game situation to determinewhether the input corresponds to an expected action; and causing thegaming accessory to provide a haptic feedback in accordance with theanalyzing, wherein the haptic feedback is of a first type responsive tothe input corresponding to the expected action and of a second typeresponsive to the input not corresponding to the expected action.
 2. Thedevice of claim 1, wherein the user selection is indicated by acombination of actuation of a motion-sensitive component of the gamingaccessory and contact with the touch-sensitive interface.
 3. The deviceof claim 1, wherein the user selection is indicated by movement of thetouch-sensitive interface.
 4. The device of claim 1, wherein the gamesituation comprises a portion of a sequence of game situations presentedby the device, and wherein the analyzing is performed in accordance witha context of the sequence of game situations.
 5. The device of claim 1,wherein responsive to the input not corresponding to the expectedaction, the operations further comprise: analyzing a plurality ofalternative inputs to determine an intended input; and performing a gameaction corresponding to the intended input.
 6. The device of claim 5,wherein the operations further comprise causing the gaming accessory toprovide a haptic feedback of a third type in accordance with performingthe game action, wherein the first type, second type, and third type ofhaptic feedback differ in terms of frequency, pulses, amplitude,duration, or a combination thereof.
 7. The device of claim 1, whereinthe operations further comprise providing a graphical user interface,and wherein the boundary of the region is defined by drawing on an imageof the touch-sensitive interface.
 8. The device of claim 1, wherein thehaptic feedback indicates a location of the region on the gamingaccessory.
 9. The device of claim 1, wherein the haptic feedbackcomprises a vibration in the gaming accessory.
 10. The device of claim9, wherein the vibration has a frequency, an amplitude, a number ofpulses, or a duration in accordance with a location of the region on thegaming accessory.
 11. A non-transitory computer-readable storage medium,comprising instructions that, when executed by a processor, facilitateperformance of operations comprising: providing an image of atouch-sensitive interface on a gaming accessory; receiving a signaldefining at least a portion of a boundary of a region of thetouch-sensitive interface; receiving an input regarding a gamesituation, the input corresponding to a user selection of the region;analyzing the input with respect to the game situation to determinewhether the input corresponds to an expected action; and causing thegaming accessory to provide a haptic feedback in accordance with theanalyzing.
 12. The non-transitory computer-readable storage medium ofclaim 11, wherein the user selection is indicated by a combination ofactuation of a motion-sensitive component of the gaming accessory andcontact with the touch-sensitive interface.
 13. The non-transitorycomputer-readable storage medium of claim 11, wherein responsive to theinput not corresponding to the expected action, the operations furthercomprise: analyzing a plurality of alternative inputs to determine anintended input; and performing a game action corresponding to theintended input.
 14. The non-transitory computer-readable storage mediumof claim 13, wherein the operations further comprise causing the gamingaccessory to provide an additional haptic feedback in accordance withperforming the game action.
 15. The non-transitory computer-readablestorage medium of claim 11, wherein the game situation comprises aportion of a sequence of game situations presented by the processor, andwherein the analyzing is performed in accordance with a context of thesequence of game situations.
 16. A method comprising: providing, by aprocessing system including a processor, an image of a touch-sensitiveinterface on a gaming accessory; receiving, by the processing system, asignal defining at least a portion of a boundary of a region of thetouch-sensitive interface; receiving, by the processing system, an inputregarding a game situation, the input corresponding to a user selectionof the region; analyzing, by the processing system, the input withrespect to the game situation to determine whether the input correspondsto an expected action; and causing, by the processing system, the gamingaccessory to provide a haptic feedback in accordance with the analyzing,wherein the haptic feedback indicates a location of the region on thegaming accessory.
 17. The method of claim 16, wherein the hapticfeedback is of a first type responsive to the input corresponding to theexpected action and of a second type responsive to the input notcorresponding to the expected action.
 18. The method of claim 16,wherein the haptic feedback comprises a vibration in the gamingaccessory, wherein the vibration has a frequency, an amplitude, a numberof pulses, or a duration in accordance with the location of the regionon the gaming accessory.
 19. The method of claim 16, further comprising:responsive to the input not corresponding to the expected action,analyzing a plurality of alternative inputs to determine an intendedinput; and performing a game action corresponding to the intended input.20. The method of claim 16, wherein the game situation comprises aportion of a sequence of game situations presented by the processingsystem, and wherein the analyzing is performed in accordance with acontext of the sequence of game situations.